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  1. LazyEyedSnipers
    LazyEyedSnipers
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    Greetings, I'm having an issue playing this on the latest update where whenever I fight an Arian fleet and get a little bit into the battle I get the message "Texture [yrutl_icon_boarding] from category [ui] not found" and the game crashes. Any way to fix this? Thanks.
    1. persocom01
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      this should be caused by using the incorrect version of Boarding Util. The correct one can be found in the last post: https://fractalsoftworks.com/forum/index.php?topic=19881.msg448368#msg448368

      you can alternatively manually fix the error by opening mods/YRUTL/data/config/settings.json

      and modifying the following line:

      "icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",

      to

      "yrutl_icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
  2. Eterna2002
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    Anyone already test if this mod work with 98?
    1. lolman345
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      Works totally fine as far as I can tell in my run.
  3. driveandkill
    driveandkill
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    Hey, I got one more question, how do you get these other capital ships besides the Konig and Wenck? I would love to see the Ratte or Manstein but I cant find them in my BPs either (except for Manstein in BPs). My commission rank ist system governer. Do I need to be grand moff for that? I also seem to have trouble getting the Hullmods for the other Panzerkleids, where can I find those?
    1. persocom01
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      you either get the Ratte from Marcha (I'm not sure if you need special start) or from a bounty. Manstein appears rarely in the market and very rarely in end game bounties, but you can use a nex operative to get it for you for about 4 million.
    2. driveandkill
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      Thanks for your reply! What exactly is Marcha though? Also got any ideas where to get the Panzerkleid hullmods maybe?

      Edit: Okay I know now Marcha is the contact from one of the Forts, I completely missed the fact that I had to click develop contact in the intel screen with her. I was wondering why she never gave me missions :D

      Is this faction mainly supposed to be played as Strawberry though? I just tried starting a new game as her to look and she also has the Panzerkleid immediately available if u chose the Rommel ship and she can talk to the emperor which my Character apparently cant even with a high rank in the commission :( It seemed like I could  "climb" up the ladder as an officer from the text in the Character creation screen but just want to make sure im not missing out on a lot of content potentially?

      For now I will try grinding missions with Marcha then, maybe this will solve all my questions :P
    3. persocom01
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      the Panzerkleid hullmods appear in Arian markets... but if you do not visit them often, you might miss them. If you have the Stellar Networks mod, set it to display all markets with hullmods and you'll be able to check the markets without visiting them.

      Strawberry start has a little more dialogue, but if you use Strawberry I recommend you save before every battle because your fleet may go boom at any time...
    4. driveandkill
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      Yep you are right, now one week later, I actually found 2 panzerkleid and I think im only missing one now. Very cool stuff.
      But what the hell do you mean they might go boom with Strawberry :D im intrigued now lol
    5. persocom01
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      Strawberry makes all your ships have 500% death explosion area and damage, and the AI is only designed with vanilla safe distancing values in mind. So many a time your ships will be close enough to cause chain explosion reactions with each other, even though the distance between them would have been fine in vanilla...

      so when one goes boom, it can often take 3-4 of your other ships with it...

      on the other hand, it is possible to use this to your advantage if you design very fast ships as kamikaze craft. By ramming a frigate up the rear of a capital, you can 'trade up' cheap ships with expensive enemy ships, if this is your thing...
  4. persocom01
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    this is a full review of all Arian combat worthy ships on a Strawberry run, starting from the highest to lowest DP:

    Manstein: A monster of a capital ship, this mobile station can take on whole fleets alone. However, the true strength of the Manstein does not lie in its weapons, but the fact you can put converted hangers on all its modules, for a total of up to 7 (base) + 10 = 17 LPCs, which when concentrated, can destroy just about any enemy in the game. I'm not so sure the Manstein is worth 120 DP if not for this fact, but as it is, it's a super carrier.

    Wenck / Anding / Viezenz: I love these ships, but this is because of the work you put into the different LPCs they can carry. From the slow but powerful infantry, the fast armor divisions, and the long ranged air force, they are all fun to use. Of the 3 main types of LPCs, I would say the air force is the weakest, especially the interceptors, which are 2 per wing.

    Ratte: I find this to be the best non carrier capital ship in Aria. It is probably the fastest capital ship in Aria as it uses half-grav engines, and it has a burn drive. Stats wise, this ship is also a monster. Compared to a ship of similar DP, such as the Apollyon from VIC, this ship has double the hull integrity (30000 vs 15000), 100 less armor, almost double the flux capacity (40000 vs 22000) but 250 less flux dissipation. It also has a generous amount of ordnance points. If anything, the stats are too good. This ship has carried me through many battles, even against remnant capitals.

    Konig: Compared to the Ratte, this ship is very weak. It has a similar main gun, except that Konig's version is more accurate, and less dps because it is single barreled. This sometimes leads to its shots being blocked by asteroids. The overall damage potential of this ship is weaker, and it has very sorry stats, with the main body only having 10000 flux capacity. This is important because the main body is the only one which can put up a shield. Because if its space fold drive, it takes forever to get onto the battlefield, cannot be expected to retreat and will die if the enemy gets the upper hand. I brought this ship along for many battles, but it almost always performed worse than I would like. In my opinion this ship is only worth 40 DP and has only one specific purpose, which is to destroy space stations, but the Ratte is practically better than it in everything. There seems to be potential for it to be a broadside bombardment platform, but probably due to the ship's modular nature, the AI will never use it as a broadside ship.

    Rommel: This is a fitting flagship for Strawberry, with the ability to carry 2 large, 4 medium and 6 small missiles. It also serves as a carrier. Personally, I like the Panzerkleid system, as it lets me pilot both a capital ship as well as a small mech. If I have any other complaint, it is that Aria does not have another capital that is missile focused so this is the only one.

    Guderian: I like the appearance of this ship, which reminds me of old WWI tanks. Like the Manstein; you can put converted hangers on its modules, for a total of 5 + 2 = 7 LPCs. Compared to vanilla carriers, it is slower but better armored, with its individual modules all having their own shields and high hull values. The amount of hull this ship has is especially amazing, with just the front module having 25000 hull, higher than most capital ships. For this most part, this ship functions as mini Manstein. If I have a complaint, it is that this ship appears too often in Arian fleets and bounties.

    Beute Eagle / Falcon / Hammerhead: Compared to the vanilla versions of these ships, the Arian versions of the Eagle and Falcon have one significant advantage; all their energy slots have been converted to ballistic, and ballistic weapons generally being longer ranged and more flux efficient, makes them worth using. I will not say the Arian Hammerhead is better than vanilla, but it has slightly more OP due to Arian Logistics Overhaul at the cost of 1 more DP.

    Beute Gryphon: Compared to vanilla Gryphon, the Arian version is terrible. Having lost 2 medium missile slots and 1 small missile slot, and its most valuable large missile slot converted to a Harpoon launcher, the overall missile capability of this ship was heavily nerfed. The Harpoon launcher in particular can be compared to the Inferno MIRV, but is easier to shoot down with PD weapons as it only has 3 missiles compared to 7. It also makes worse use of its system, fast missile racks, as the Harpoon launcher only has a refire delay of 5.2s compared to 15s for the inferno. Suggest to triple the harpoon burst size and triple the refire delay, as well well as restoring some of the lost missile slots, as it currently is an inferior version of the Gryphon.

    Carius / Manteuffel / Kleist / Schiffjager-31: These ships are of the battle series of Arian ships that rely on their in built main weapon with little flexibility in terms of other weapon slots. In general, they perform badly compared to well outfitted vanilla ships of the same size and DP cost. In particular, the DPS of the main gun for Carius and Manteuffel is lacking. When calculating the apparent DPS of their main guns, Carius = ((800 + 500)x2) / 7.8 = 333, Manteuffel = (1200 + 800) / 5 = 400, Kleist = ((180+200)x2) / 1.65 = 460, Schiffjager = (225 + 100) / 1 = 325. Only the frigates have a decent DPS values, assuming they hit the hull, while the other 2 generally take too long to kill anything. In particular, the lack of missile slots for bust damage, combined with the slow speeds make them significantly worse than vanilla ships. The Manteuffel is particularly weak as its DP cost approaches that of a cruiser yet it only has 50 ordnance points and weak stats.

    Beute Dover: Compared to vanilla Dover, the Arian version is less of a carrier and more of a missile ship. 4x 15cm Raketenwerfer combined with fast missile racks is a surprisingly potent combination. Use this instead of the Beute Gryphon as it costs only about half the DP and even carries 2 LPCs.

    Von Luck / Ruffer: These are Arian torpedo boats. They have a completely broken refire delay of 0.8 seconds, but due to the slow speeds of the torpedoes, the AI often misses with them. They are playerbait ships that easily devastate enemy capitals when you unleash their torpedo salvos at point blank range. 

    Martin:
     Only notable for its large missile slot. Its system is not missile focused, but because you can put 1200 range small ballistics on it, it is decent support.

    Neigl: A decent destroyer most comparable to the Enforcer.

    Meindl: Without other mods, it is difficult to use this ship, as trading blows with anything larger than a frigate amounts to near suicide. It is good at zipping around the battlefield using Ramming Speed, but this will cause its accompanying troops to fall behind. While not my style, this ship will probably be the most successful at kamikaze attacks in a Strawberry fleet.

    Halm: A missile frigate not unlike the Beute Vigilance, with one major drawback; its second medium missile slot cannot face forwards. If you can work with this, it has more OP and one more small missile compared to the Beute Vigilance.

    Beute Brawler: The Beute Brawler has a 5 OP advantage over its vanilla counterpart. However, this comes at the cost of 500 flux capacity, 50 flux dissipation, and 120 shield arc. Overall it is just an inferior Brawler.

    Beute Vigilance: This ship is much better than its vanilla counterpart because it can equip 2 medium missiles instead of 1. For the low cost of 4 DP, it makes outstanding contributions to the battle by constantly firing rockets from the backline.

    Ramcke: The lightest of carriers, this ship fields an LPC for the low cost of 4 DP. It even carries 2 small missiles. The quality of LPC it can carry suffers because it only has 35 OP, but its value cannot be disputed.

    Scherer: I used this 'logistic' ship in battle, because it only cost 4 DP and can lob missiles from the backline. It also has more hull integrity than destroyers like the Manteuffel. If the Beute Vigilance did not exist this might have been my favorite low cost Arian missile ship.

    Hoth: A decent frigate whose notable traits are a single medium ballistic slot and poor shield arc.

    Wahl: The Arian version of the Monitor, with much better stats and lower DP. It is not balanced. Its main drawbacks are lower speed and inability to have 360 degree shield.

    Cosmopanzers: Low cost LPC like frigates with the ability to field 5 other LPCs, they are balanced around their LPCs being unable to be replaced. I wish I could automatically make them retreat once all their LPCs have been destroyed.

    Other comments: I find the increased maintenance cost from using Strawberry quite oppressive, as she puts Raketenruppe on every ship, even civilian ships and ships with no missiles. The increase supply costs is reasonable when we get to choose which ship to put Raketenruppe on, but I think Strawberry should have a discount as she puts it on every ship, even those who only benefit marginally from it. The increased explosion on death area is also very oppressive, as it regularly causes chain explosions in Strawberry's fleet. If one does not save beforehand, a small mistake will result in a fleet wipe.
    1. codepalette
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      Ah, thank you very much for the comprehensive review! I'll keep them in mind during the next balance pass.
  5. driveandkill
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    Hey guys, first of all amaaaaazing mod! But how do you use the Panzerkleid properly? I saw the videos of it and they look very cool and strong but when I press f on my ship to activate the Panzerkleid, some tiny dude with a panzerschreck and mg comes out and he dies immediately if shot at lol
    1. codepalette
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      That's the basic panzerkleid. It demands a different sort of play than your usual ship, even that of a frigate. You can upgrade it to one of a few other models via special hullmods, inlcuding those shown in promo vids
    2. driveandkill
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      Ahh so im missing the hull mod probably, thanks for the answer!
  6. Star1Purple3
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    At least my game doesn't seem to initialize with Manstein Stations.
  7. woraphon
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    How did you make the trigger for Nexerelin to spawn an additional unique officer with their own unique skill plus their own unique ship?
    The closest I have seen is the buddy background from RAT, but I can't find anything that might do that in the mod file at all.

    It was quite interesting from RP standpoint, so I wonder how can I adapted it to use in a other custom start.
    1. codepalette
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      You can take a look in the scripts folder in YRXPModPlugin > onGameLoad(boolean newGame)
      The relevant code is pretty long but I'll post it here anyway:
                          PersonAPI partner;
                          FleetMemberAPI partnerShip;
                          
                          partner = Global.getFactory().createPerson();
                          partner.setFaction("yrxp");
                          partner.setGender(Gender.FEMALE);
                          partner.setRankId(Ranks.GROUND_LIEUTENANT);
                          partner.setPostId(Ranks.POST_OFFICER);
                          partner.getName().setFirst("Sakuna");
                          partner.getName().setLast("Apricot");
                          partner.setPortraitSprite(Global.getSettings().getSpriteName("characters", "apricot"));
                          partner.getStats().setSkillLevel("yrxp_scramble_commander", 1);
                          partner.getStats().setSkillLevel(Skills.COMBAT_ENDURANCE, 1);  
                          playerFleet.getFleetData().addOfficer(partner);


      boolean typeCarrier = false;  
                          boolean typeSuper = false;
                          
                          
                          CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();
          //                List<FleetMemberAPI> fleetMembers = ;
                          for(FleetMemberAPI member : playerFleet.getFleetData().getMembersListCopy()) {
                              if(member.getVariant().getHullSpec().getHullId().equals("yrxp_destroyer_carrier")) typeCarrier = true;
                              if(member.getVariant().getHullSpec().getHullId().equals("yrxp_fighter_frigate_2")) typeSuper = true;
                          }
                          
          
                          PersonAPI partner;
                          FleetMemberAPI partnerShip;
                          
                          partner = Global.getFactory().createPerson();
                          partner.setFaction("yrxp");
                          partner.setGender(Gender.FEMALE);
                          partner.setRankId(Ranks.GROUND_LIEUTENANT);
                          partner.setPostId(Ranks.POST_OFFICER);
                          partner.getName().setFirst("Sakuna");
                          partner.getName().setLast("Apricot");
                          partner.setPortraitSprite(Global.getSettings().getSpriteName("characters", "apricot"));
                          partner.getStats().setSkillLevel("yrxp_scramble_commander", 1);
                          partner.getStats().setSkillLevel(Skills.COMBAT_ENDURANCE, 1);  
                          playerFleet.getFleetData().addOfficer(partner);
                          
          
                          if(typeSuper) {
                              partnerShip = playerFleet.getFleetData().addFleetMember("yrxp_fleet_carrier_2_skn");
                              partnerShip.setShipName("Angela");
                              partnerShip.setCaptain(partner);
                              
                              playerFleet.getCargo().addCommodity(Commodities.CREW, 120f);
                              playerFleet.getCargo().addCommodity(Commodities.SUPPLIES, 300f);
                              playerFleet.getCargo().addCommodity(Commodities.FUEL, 200f);
                              
                          }else if(typeCarrier) {
                              
          //                    log.info("CHECK IF PLAYER EXIST" + playerFleet != null);
                              partnerShip = playerFleet.getFleetData().addFleetMember("yrxp_destroyer_carrier_std");
                              partnerShip.setShipName("Angela");
                              partnerShip.setCaptain(partner);
                              
                              playerFleet.getCargo().addCommodity(Commodities.CREW, 48f);
                              playerFleet.getCargo().addCommodity(Commodities.SUPPLIES, 80f);
                              
          //                    Global.getSector().getPlayerPerson().getStats().setSkillLevel("yrxp_scramble_commander", 3);
                          }else {
          
                              partnerShip = playerFleet.getFleetData().addFleetMember("yrxp_scout_frigate_b_std");
                              partnerShip.setShipName("Angela");
                              partnerShip.setCaptain(partner);
                              
                              playerFleet.getCargo().addCommodity(Commodities.CREW, 40f);
                              playerFleet.getCargo().addCommodity(Commodities.SUPPLIES, 40f);
                              
          //                    Global.getSector().getPlayerPerson().getStats().setSkillLevel("yrxp_scramble_commander", 3);
                          }
          
          //                Misc.setUnremovable(partner, true);
                          PersonAPI player = Global.getSector().getPlayerPerson();
                          
          //                log.info("CHECK PLAYER STATS: " + player.getPortraitSprite() + "|" + player.getName().getFirst() + "|" + player.getName().getLast());
                          if(player.getName().getFirst().compareTo("Kurimu") == 0 &&player.getName().getLast().compareTo("Mallow") == 0 &&
                                  player.getPortraitSprite().compareTo("graphics/portraits/yrxp_player_kurimu.png") == 0) {
                              partnerShip = playerFleet.getFleetData().addFleetMember("yrxp_SKIN_missile_frigate_suisaki_std");
                              partnerShip.setShipName("Suiseki");
                              partnerShip.setCaptain(player);
          
                              playerFleet.getCargo().addCommodity(Commodities.CREW, 40f);
                              playerFleet.getCargo().addCommodity(Commodities.SUPPLIES, 40f);
                              
                          }
                          
         
    2. woraphon
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      Thanks, I will take a look at it.
  8. ggwpbnk3r
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    heya just want to report some weird thing going on with the "rural preserve" industry
    so i build it, use console command "fastbuild" to complete it but......for some reason its not listed on the industry screen, its on a terran planet too
    the industry is built but it just doesnt show up,since it did get counted to the industry limit
    1. codepalette
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      Hm, strange. I've never actually used that console command before, but I would have presumed that if you were able to see it in the construction tab, it should appear normally in the planet view. Would you happen to have any mods that expand the colony  system, by any chance? IndEvo, for example. I'm afraid I don't use them, and you might be experiencing a compatibility issue of some sort...
    2. ggwpbnk3r
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      yeah i have 2 mods that modifies colony system Ashes of the Domain
      and Indevo
    3. Mtalen859
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      I have 100+ mods so there may be a conflict that I don't see but I think it has to do with any buildings that are present before it with the exception of pop and space port. I was able to create the preserve when there were no buildings (built or in construction) or ruins that could be restored. I could not build it even if I removed all buildings that could be removed as it would still disappear when tabbing between the market and colony overview. Also using the console would still produce the same result as above. I had aotd, indevo, and grand colonies active and inactive during testing.
  9. Eterna2002
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    Heya, how are you doing?
    Just wishing you're fine since you seems not active these days 

    Also a bit question, there some modders on discord that interested to have custom start relationship with your factions. But the issue is they lack the knowledge of how your factions view on the other.

    So to make the question simple, what will it take for a faction to be friendly or hostile with Aria, Yuri and Azalea?
    1. KoelianTheSecond
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      I am getting a bit worried.
    2. Eterna2002
      Eterna2002
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      In the Starsector forum his account is active yesterday 

      At very least we know the author is okay 
    3. codepalette
      codepalette
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      Hi, I'm still on a break from modding at the moment, so I haven't been checking in regularly.

      As for faction relations, they can be rather malliable depending on the other faction too. If you're familiar with each faction's description page, then I think you can get a decent clue as to what they are like and what their aims are. From that it's just a matter of deciding whether your faction would cooperate or be hostile to someone like that, and more often than not, they would reciprocate. In other words, feel free to set the relationship to however you like.
  10. persocom01
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    I have noticed that for aria and yuri, their respective home markets exceed the maximum number of industries, resulting in a large penalty to stability. This is less of a problem for yuri, because of their large ground defense rating, but I've noticed the aria home market frequently become a target for invasions whenever stability drops slightly. Is this intended?

    1. codepalette
      codepalette
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      Ah, I noticed this in my last testgame a while back but didn't end up fixing it. I'll take a look into it next time!